1) But you can elimintate that by using multipliers instead of straight bonuses.Arthur_Tuxedo wrote:d100 system, umm... yikes! If that's what you really want, then by all means, but let me try to talk you out of it first.
The problems with a d100 system are numerous, of great magnitude, and unsolvable without cranking up the complexity so high you end up with a computer simulation model rather than a PnP system. Let me list a few:
1. Unequal bonuse: A skill that gives a bonus of, say, 10% will not have much effect if it raises chance to hit from 50 to 60%, but that same bonus will literally double the chances to hit if it raises it from 80 to 90%.
2. Choice between two evils: With a linear probability system, you basically have one of two choices. Either the characters hit the ceiling where their skills almost always work quickly, or the progression is slow enough or they start out in the low percentages such that they're missing all the time and are pathetic.
3. Difficult to change: Balancing such a system is like walking a tightrope, and once you've found something that works, incorporating new rules or skills, or making changes to existing ones becomes very difficult.
I could go on, but I hope you get the point.
2) Uh.......I don't follow.
3) See #2.